N18 Orlock gang

mark922901

New Member
Nov 12, 2022
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Gang leader - plasma pistol / servo claw / mono sight smoke grenades / mesh

Champion - plasma gun / stub gun / mono sight / smoke grenades / mesh

Arms master - arc hammer / stub gun / armoured under suit / mesh / x1 cyber dog

Specialist - grenade launcher / mesh

Ganger - bolt gun / stub gun / mono sight / mesh

Ganger - bolt gun / stub gun / mono sight / mesh

Ganger - auto gun / stub gun / flak

Ganger - auto pistol / chain sword / flak

Wrecker - stub gun / stub gun / frag grenades flak

Wrecker - stub gun / stub gun / frag grenades / flak


What would people advice on skills and tactic cards to fit gang
 
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Holy mole launcher, that's a lot of stub guns. I would advice you get rid of all of them. Your wreckers would better of with a single autopistol. You boltgun gangers could wait until after the first game and get a decent back-up weapon (like a long las) then. Everyone else doesn't need a stub gun.

Similar thing with flak armour. No point in getting it, since mesh armour is so much better, for only 5 more creds.
 
I'd suggest putting the smoke grenade with your Grenade Launcher and holding off on the mono sights, too.

How many credits is this gang supposed to be? I'm just guessing, but I think it's significantly more than the usual 1000 cr for new gangs.